Lucky Break is another boring 1-time use perk
I was actually looking forward a little to using Lucky Break but not now. A 1-time use perk that depends on the killer to close their eyes to get any value is a hard pass for me and seems very ridiculous. The devs obviously listened to killer mains again and are scared to give survivors any good perks. Tinkerer certainly wasn’t nerfed when it was obvious how busted it is.
All someone has to do is look at all the godly killer perks, with powerful effects, and can be used multiple times without question. Tinkerer is literally unavoidable and is multiple uses and is a free win and with only 2 survivors are left as it causes a stalemate. A perk shouldn’t guarantee wins. It made it to live as is, but Lucky Break is most likely only a 1-time use and it’s a dead perk. Lucky Break shouldn’t have a timer or at least have a long one to give you time to evade and heal. 45 seconds is literally nothing.
Huntress was proudly left in a busted state while only nerfing her one addon. Freddy can still teleport to the survivor objective with BBQ. Buffed another licensed killer.
Why wasn’t a licensed survivor buffed?
Very disappointed in the update and the lack of equality.
Comments
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Yeah like we haven’t seen the Twins gets nerfed after people kept complaining about them.
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GUYS ITS A SLUZZY POST HOLY CR*P
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Unbreakable is also a mostly one time perk, yet it’s one of the most powerful tools a survivor can use.
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havent seen you in a while Sluzzy, how have you been? :D
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Ehh I’ve seen better baits. Gotta do better next time man
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If you do requests I'd like a thread that examines in more detail why demogorgon is now pay to win
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I mean, I’m not sure if this is a bait post because it’s sluzzy but I agree with it
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do you know how insanely OP LB would be if it didn't have a timer???
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Victor was a bit OP. Didn't they only increase the timer by a couple of seconds? Yet they buffed the twins in several other ways. Lucky Break timer was nerfed in half. That's a big difference.
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"Freddy can still teleport to the survivor objective with BBQ"
My baby just got nerfed, please give him a break :(
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Oh my lord he didn't even mention Object, I guess Sluzzy's in a really good mood today.
No worries, imma go play with a 'godly' Killer perk like buffed Zanshin Tactics on the S tier Killer Trickster and get EZ 4ks. See you soon Sluzzy!
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EDIT: /s
EDIT2: I just realized I didn't actually edit, but made another post. Big brain gamer here XD
Post edited by HealsBadMan on11 -
Imagine that; Sluzzy doesn't think the new Perk is good enough. Fess up Sluzzy, you think the Killers should have to close their eyes after hitting you and stand still and count to ten with hands in their pockets before they can start looking. I looked in both the Survivors Rulebook for Killers and the equally inane Killers Rulebook for Survivors and your picture is in both next to the definition of "entitled."
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Lucky Break I agree should be done at 1:00 since it is already killer dependent. And I thought you'd enjoy the Huntress add-on nerf no more OP Iri Head and Infantry Belt or 1:30 seconds exhaustion. Still want that second Freddy rework. But what about the new Open Handed and Kindred or Bond that's good. And new Object being better for Solo Q and Chase.
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What are Twins?
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Windows of Opportunity shouldn't have a cooldown either if Zanshin Tactics was buffed. But we know which side is catered to.
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I'll agree with you on that one, the two perks are practically identical. Windows should've gotten the same buff.
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Survivors can actually interact with pallets though. Windows gives much more value to survivors than zanshin ever will.
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I'm so glad the whiny, "I'm-so-weak" survivor mains don't realise how ######### strong lucky break is. As it stands, I'm not playing any killers except Plague, and if it enters the rotation as a meta perk I might actually drop killer altogether.
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I know, right? During the PTB I said I thought it was strong but shaking up the Meta was probably not a horrible thing. But to listen to these needy, mewling types they want the DAMN WORLD. It is already better than most of the more experienced people wanted. I've said it time and time again, you can NEVER satisfy people who whine and demand things. All that happens is they get taste for it and want more.
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I played multiple games today with lucky break and it was trash. The timer ran out extremely quickly and the value obtained from successfully juking the killer was negated by having to run 3 perks the rest of the match. Even then quite a few maps have been coldwind and that was not as difficult but still irritating to use it.
All in all the timer is too short given that it decreases while you are healing ultimately making the perk run out extremely quick even when I successfully lose the killer.
I’d much rather it go back to pre ptb just because of how bad the timer is. It had potential to shake up the survivor meta but ultimate is trash just like 90% of the perks. Shame.
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I mean, I've played against the original. It's not that strong. Survivors need to rush a heal to get more use out of it. If you end up hooking that survivor, they would need to be unhooked ASAP AND healed up ASAP if they wanted value out of Lucky Break, because being hooked affects the timer.
You can still hear footsteps, you can still hear breathing, if they dont run iron will, you can still hear grunts of pain. If they run Iron Will with it, you can still see their aura's if they decide to heal up, which they need to, because otherwise Lucky Break loses value.
The main counter to Lucky Break+Iron Will was Nurses Calling. Yet the whiny "im-so-weak" killers dont realize they have already existing counter perks.
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Most perk only truly shine combined with 1 or 2 other perk, especially on the survivor side and that's fine considering it's 16perks vs 4.
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Firstly, you can't hear footsteps or breathing in a chase. Secondly, Iron Will is on nearly every survivor, and so far every survivor with Lucky Break. Thirdly, perks to counter perks are terrible game design and isn't even applicable in this case. Fourthly, Lucky Break, Iron Will and OoO are now my go-to meta perks.
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Hi Sluzzy!
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Sluzzy's here, now THIS is a party!
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the world's gonna end.
i actually agree with sluzzy. (not the hostility, the point)
i think lucky break should have gone through at 90 and then adjusted down if necessary, instead of just halved before it even went live.
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Don’t expect people complaining about survivor meta never changing to be taken seriously when perks that have potential to be good get nerfed and end up being niche. Pretty much every survivor perk killers have complained about since Inner strength has turned out to be just niche and lucky break is no different.
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You can hear footsteps, but besides that, as long as you're in a chase, you know the survivor is there.
"Thirdly, perks to counter perks are terrible game design and isn't even applicable in this case."
So, Remove Sloppy Butcher? It counters Botany Knowledge and Self-Care. Or remove Coup? It counters Dead Hard. Remove Blood Echo and Mindbreaker, as they counter exhaustion perks? Remove Thanatophobia and Discordance? As both clearly counter Prove Thyself. Remove any totem related perk as they counter hexes? Remove BT as it counters insidious? There are always perks to counter perks. If a certain perk becomes meta, you either get addons or perks to deal with that meta, or learn the vanilla way to deal with it. So in both cases, you're simply wrong.
Current Lucky Break is weak AF. You get 1 use out of it, 2 if you happen to bring a green medkit and the killer not having any vision on you. If the killer has any vision on you, Lucky Break is useless.
Sure, 90 seconds on 4 survivors might have been a bit much, but normally, the next step from 90 is going down to 80 or 70, not 45.
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While I get that at this point you're trolling because you dont have anything better to do, im kinda tired of these low effort posts by you. You complain about these simple perks that killers have, with very simple counters mind you, and that survivors are just so weak in every sense. Lucky Break is still a usable perk, if it lasted for the amount of time it did in the ptb it just gets rid of any reason to use any other perk that hides scratch marks.
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You cannot hear footsteps in a chase any more. It's a change they made over a year ago and never even mentioned it except in one loading screen slide of the 4th year anniversary celebration. The only exception is in extreme circumstances such as the concrete floors of The Game, and even then the sound occlusion messes with everything and doesn't provide accurate info.
And please learn the difference between a soft counter and hard counter. It will make your life so much easier.
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Me and the other 10 Demo mains would love to read that! :)
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It was a good choice limiting the perk, hope we see less unlimited perks so Survivor is more about personal actions over perk activations
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Legion would drain it pretty quickly too. Means having to play legion though.
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Draining it isn't the problem, it's tracking. Plague can let you track via sound.
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New Lucky Break is good enough to lose a killer for one chase on most map. If you can't it just mean you need to get better. On it's own it's quite decent, with Iron Will it's really strong.
A lot of survivor perk are ok on their own. Combined with other perk they can be good. Dance With Me can be mix with Lithe and/or Quick & Quiet and with that you can completely lose the killer on window with high wall like on plenty of main building, jungle gym etc.
Inner Strength is not niche. Break a totem early game, when you need to get healed you can do so on your own, no need to find an other survivor & take 16s to heal. Heck even on hook rescues. If the killer camp or tunnel, force a trade, get to heal yourself without any other survivor. & other situation.
Seem like you just got used to uber strong survivor perk and can't think out of the box to used some ok-good perk.
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I believe you made a good point with Lucky Break, but the other points aren't so great. I'm just going to focus on Lucky Break since it seems like that's the point of your thread.
Lucky Break isn't weak, I'd say medicre at best. It's upgraded to decent when paired with Iron Will. I believe the problem people had with the perk is that it only required you to be injured just to get a free chase break. I know it's not exactly free, but if you have enough game knowledge and play killer, you will know exactly what to do in order to lose the killer.
The only suggestion I can give to Lucky Break is only make it activate when injured and running. That way, you won't be wasting it while healing or walking away — you can try to preserve the perk.
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Scott made a good point it might only be one time you get it off. But that one time can deny a hook or slug changing the match like Old DS. And don't think Lucky Break will be hard counterd by Legion or some one shot killers?
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I've been using a brown medkit to get it twice, or using it with OoO to massively drag out the first chase. I genuinwly think it's even stronger than Scott thinks. I don't know how it made it through playtesting.
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I've been testing the changes in a variety of different ways and consistently with lucky break the act of getting away from the killer while pathetically easy, ate up a third of the timer after I healed through inner strength/a really good medkit (green with scissors/botany self care etc). At best I got 1-2 uses out of it. Compared to my normal build which rotates between (Head on, Inner Strength, QnQ, D. Hunch/Small Game) and (We're gonna live forever, Bond, BT, DS) I didn't get the value out of it I wanted. Of course a lot of perks are good on their own but when there's no point running lucky break it just sucks with a 45 seconds timer. Personally I'd much rather lucky break just hide blood while injured permanently, no need to mess with scratch marks since the timer on it originally made it bad with its previous effect only hiding blood.
The perks I used aren't considered "meta" and while I don't want perks reminiscent of the overpowered aspects early in the games lifespan I don't want perks that are trash timed ones since there is literally no reason whatsoever to run a perk like Lucky break when the timer is that short. You wonder why people don't change their builds and why majority of the perks aren't used is because of arbitrary negatives that aren't offset by the usefulness of the perk. Having played with Lucky Break in my rotation since the update its been nothing but a hinderance and essentially made me only run on 3 perks throughout my trials.
Also I think you misunderstood my comparison to Inner strength. Every perk that has the potential since at least Inner strength to be good has been complained about as the "next game breaking" perk or "4 man swf squad abusing this its broken".
Similar complaints about such perks like FTP, Repressed Alliance, Soul Guard, Desperate Measures, Power Struggle (being the new DS), Smash Hit have definitely seen those perks ran all the time given how broken they all are. lol.
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You mean Sluzzy, the person so unironically survivor sided that everyone thinks they're a troll but in reality they're a hardcore nurse main that only ever plays solo survivor (according to their stats page and behaviour in trials)
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Wow, that's even more evil than my OoO build that drags out the first chase to insane lengths
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Sluzzy is back again! enjoying those baits?
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Lol, first time I tried LB/IW/OoO was against a Bubba with Tinkerer. Having Tinkerer and OoO pop at the same time... Wasted my half my LB in an instadown and under-the-hook heal.
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Just so you know, Huntress had more than 1 Add-on nerfed.
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Trapper abuse at it's max.
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Except that Blood Echo IS a hard counter to exhaustion, especially in combination with Mindbreaker. Besides, you didnt say "hard counter perks", you said "counter perks".
Please use language properly, it will make your life so much easier.
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First of all, holy necro. Second of all, Blood Echo is a terrible perk that counters nothing most of the time, and those few times it actually works... it also does nothing because exhaustion perks aren't even remotely necessary and your average survivor just won't take so many risks and thus won't need an exhaustion perk anyway, though they can still use it at multiple other points of the trial because anti-Exhaustion perks are ######### terrible.
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Did it take you two weeks to think of that comeback? Not that I mind bonus sluzzy content
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I came back to this thread thinking about what to comment only to realise I've already commented here...
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